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Major New Changes
Posted by Brother Green, 4168 days, 22 hours and 53 minutes ago
Well, the idea of "no major changes" has been officially thrown out the window. More possible changes listed below:

BUILDINGS:

* Mills will be upped to 4% / 80% Max
* Armouries: 3% / 90% Max (We're going to reevaluate that one as we had not considered the 99% reduction with 110% Utilization)
* Barracks: 2.5% / 50% Max
* Forts: 2.5% / 50% Max (Battle Losses)
* Hospitals: 5% / 80% Max
* Watchtowers: 5% / 50% Max; plus, 5%/50% Max of identifying opposing thieves when operations fail
* Schools: 1.5% / 60% Max
* Universities: 4% / 80% Max
* Libraries: 1.5 Points / Day
* Dungeons: Prisoners no longer naturally die (they still die of Plague, though)
* Homes: Require $10 / Day in Maintenance

* The Home theory is that other buildings pay for their operations through profits generated by whatever business. Homes, do not, and therefore require maintenance.

MAGIC:

* Anonymity will be available to Humans, Halflings, and Faeries
* Patriotism will also lower the effects of Propaganda
* Droughts will also slow the draft process and cancel any Storm spells
* Storms will also lower attack strength slightly (3%) and cancel any Drought spells
* Haste has been renamed to "Builders' Boon"
* Meteor Showers are weaker and more difficult to cast
* Greed also increases draft expenses
* Nightmares do more damage, but instead of killing troops, it simply forces them into retraining for 12 hours.
* Amnesia does more damage, but much of it is temporary. Most of the lost science is simply placed into re-learning, while a small portion is lost permanently.
* New Spell, LandLust, simply steals enemy land. Spell will be war-only, relatively weak and difficult to cast, but count towards combat gains/losses in wars.

None of these changes are set-in-stone yet, but that's what we're leaning towards.

Mehul (Original)



Readers' Comments

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AuthorComment
realitybites
Posts: 4
(18-Jan-2002 09:48 pm)
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if they make changes on buildings, they should also make changes in the races in order to balance the game.

it would be a hard one next age, hehehe
Cloud Strife
Posts: 85
(18-Jan-2002 10:06 pm)
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hard on attackers maybe ;)

I see nothing but good things for thieves and magi =)
SoulSeer
Posts: 6
(18-Jan-2002 10:20 pm)
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iqbal, thieves and mages have penalties over distances and Mehul has already said he plans on making them even greater.

I've read alot of dumb posts and I'm not going to sit here and point them all out. Everyone needs to read and analyze everything and if you don't understand it all, just keep quiet for now and let the ones who do know what it all mean to the talking. Waste of my time.
Mavoc
(Posted as MorHavoc)
Posts: 1
(18-Jan-2002 10:23 pm)
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if homes employ 15 peasants and cost $10 a day, then they should boost birth rates
longisdongis
Posts: 19
(18-Jan-2002 10:54 pm)
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Jeeze, not everyone does that at home!
*runs home*
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